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Returning 35 results for 'concerned ranger guides to her remain'.
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concern ranges guides to her remain
Shifter
Legacy
This doesn't reflect the latest rules and lore.
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Species
Eberron: Rising from the Last War
body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression
shifter might be a massive brute built like a bear. While a shifter’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral
Monsters
Fizban's Treasury of Dragons
seeing the deepest places in the ocean.
8
I find I rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation
partner up on a seafood shipping business.
4
A talented young ranger is kidnapped by a deep dragon who wants a hunting partner.
5
A friendly young copper dragon seeks an entourage, hoping
Monsters
Fizban's Treasury of Dragons
I rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal
partner up on a seafood shipping business.
4
A talented young ranger is kidnapped by a deep dragon who wants a hunting partner.
5
A friendly young copper dragon seeks an entourage, hoping to
Monsters
Fizban's Treasury of Dragons
future.
2
An ancient crystal dragon is stalked by a villainous ranger who has already claimed a dozen draconic trophies.
3
An ancient crystal dragon follows a pod of whales from one sea to
, creating one or more of the following effects:
Clear Skies. The skies above a crystal dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat
Monsters
Fizban's Treasury of Dragons
rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
shipping business.
4
A talented young ranger is kidnapped by a deep dragon who wants a hunting partner.
5
A friendly young copper dragon seeks an entourage, hoping to impress the deep dragon
Monsters
Fizban's Treasury of Dragons
rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
.
4
A talented young ranger is kidnapped by a deep dragon who wants a hunting partner.
5
A friendly young copper dragon seeks an entourage, hoping to impress the deep dragon holding the
monsters
living world as an Undead spirit. Usually such spirits rest and move on when their business is concluded, but some remain as companions, guides, and helpers for the living. Moonshines are spirits who
choice within 30 feet regains 3 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Gloomy Touch"} Hit Points.When a person dies with unfinished business, their soul can remain shackled to the
monsters
ruins that remain are filled with artifacts and tomes concerned the Mythos. Such a place is filled with deadly traps and horrid monsters, including shoggoths that slumber and wait for a foolish explorer
time of the gods raises disturbing questions about the origins of the multiverse.
Ancient Remnants. Here and there, lost ruins of the elder things remain scattered across the most distant
Tabaxi
Legacy
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Species
Volo's Guide to Monsters
tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.
Wandering Outcasts
Most tabaxi remain in their distant
stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
wilderness from destroying one another. In Chult, the Emerald Enclave is chiefly concerned with protecting inhabitants from the undead menace. A few guides in Port Nyanzaru and Fort Beluarian are openly
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
wilderness from destroying one another. In Chult, the Emerald Enclave is chiefly concerned with protecting inhabitants from the undead menace. A few guides in Port Nyanzaru and Fort Beluarian are openly
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
-bones icons are likely to have random encounters with undead. The likelihood of an undead encounter increases in territories marked with red skull-and-bones icons. Most guides know these territories
well. Where undead are concerned, traveling by river is safer than traveling by land, both because undead are poor swimmers at best and because it’s easier to pour on speed in canoes and escape across the water than to flee through tangled jungle.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
-bones icons are likely to have random encounters with undead. The likelihood of an undead encounter increases in territories marked with red skull-and-bones icons. Most guides know these territories
well. Where undead are concerned, traveling by river is safer than traveling by land, both because undead are poor swimmers at best and because it’s easier to pour on speed in canoes and escape across the water than to flee through tangled jungle.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Underdark Natives Knowing that many of their NPC companions have homes in the Underdark can be an important part of the decision-making process that guides the characters through the early chapters
visit locations in the Underdark. Shuushar, Topsy, Turvy, Stool, Rumpadump, and Glabbagool would rather remain in the Underdark than suffer sunlight.
Druid
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component
elements. Thus, druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others.
Druids are also concerned with the delicate ecological balance that sustains plant
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
always with you. The Sovereign Onatar guides the hand of every smith who knows how to listen for his voice, and Dol Arrah and Dol Dorn are active on every battlefield, guiding every soldier. This
their posts to fool around elsewhere. Exceptions do exist, such as the daelkyr and the Dreaming Dark, but by and large these natives of other planes are exclusively concerned with where they live. As
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Underdark Natives Knowing that many of their NPC companions have homes in the Underdark can be an important part of the decision-making process that guides the characters through the early chapters
visit locations in the Underdark. Shuushar, Topsy, Turvy, Stool, Rumpadump, and Glabbagool would rather remain in the Underdark than suffer sunlight.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
always with you. The Sovereign Onatar guides the hand of every smith who knows how to listen for his voice, and Dol Arrah and Dol Dorn are active on every battlefield, guiding every soldier. This
their posts to fool around elsewhere. Exceptions do exist, such as the daelkyr and the Dreaming Dark, but by and large these natives of other planes are exclusively concerned with where they live. As
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
talkative owl, the ranger had monitored the drow for several days, curious as to why a dark elf had wandered into the valley. At first, Montolio had assumed that the drow was somehow connected to Graul
, the chief orc of the region, but as time went on, the ranger began to suspect differently.
— R.A. Salvatore, Sojourn
Long have rangers walked the wilds of the Sword Coast and the Savage Frontier
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
talkative owl, the ranger had monitored the drow for several days, curious as to why a dark elf had wandered into the valley. At first, Montolio had assumed that the drow was somehow connected to Graul
, the chief orc of the region, but as time went on, the ranger began to suspect differently.
— R.A. Salvatore, Sojourn
Long have rangers walked the wilds of the Sword Coast and the Savage Frontier
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Preserve the Balance For druids, nature exists in a precarious balance. The four elements that make up a world — air, earth, fire, and water — must remain in equilibrium. If one element were to gain
promote one element to the exclusion of others. Druids are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for people to live in harmony with nature
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
even with civilizations that seem friendly. Forest gnomes use their affinity with small animals and their knack for illusions to help them remain hidden. When necessary, a forest gnome community
gnomes who leave their people to become adventurers often draw upon their closeness to nature and their magical gifts to serve as guides, scouts, or mystics. Living close to nature also makes forest gnomes
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
even with civilizations that seem friendly. Forest gnomes use their affinity with small animals and their knack for illusions to help them remain hidden. When necessary, a forest gnome community
gnomes who leave their people to become adventurers often draw upon their closeness to nature and their magical gifts to serve as guides, scouts, or mystics. Living close to nature also makes forest gnomes
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
for survival in the material world, but to keep Maglubiyet at bay in the conflict on the planes. Her children will remain in her care, and if need be she wouldn’t hesitate to take to the field
more than a few hundred members, because a larger group would need a prohibitive amount of resources to remain strong. As a rule, a tribe is violently hostile toward any other tribe it meets, seeing the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Trouble at the Gates A soldier discreetly seeks out the characters to report trouble at Kalaman’s west Trade Gate. The soldier is concerned one of Kalaman’s captains is preventing refugees from
roleplaying or by succeeding on a DC 16 Charisma (Intimidation or Persuasion) check. If convinced, he orders the gate opened but tells his soldiers to remain on guard.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Preserve the Balance For druids, nature exists in a precarious balance. The four elements that make up a world — air, earth, fire, and water — must remain in equilibrium. If one element were to gain
promote one element to the exclusion of others. Druids are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for civilized folk to live in harmony
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Trouble at the Gates A soldier discreetly seeks out the characters to report trouble at Kalaman’s west Trade Gate. The soldier is concerned one of Kalaman’s captains is preventing refugees from
roleplaying or by succeeding on a DC 16 Charisma (Intimidation or Persuasion) check. If convinced, he orders the gate opened but tells his soldiers to remain on guard.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Preserve the Balance For druids, nature exists in a precarious balance. The four elements that make up a world — air, earth, fire, and water — must remain in equilibrium. If one element were to gain
promote one element to the exclusion of others. Druids are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for civilized folk to live in harmony
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Preserve the Balance For druids, nature exists in a precarious balance. The four elements that make up a world — air, earth, fire, and water — must remain in equilibrium. If one element were to gain
promote one element to the exclusion of others. Druids are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for people to live in harmony with nature
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
nearest prey, grabbing a fallen creature with its tentacles and dragging it off to eat alone. Roving Ambushers. Gricks remain in an area until the food supply dwindles, often because sentient creatures
intelligent prey, and expert guides know to look out for these telltale signs. Underdark explorers sometimes seal off the routes leading to and from a grick lair to starve them, then claim the wealth of the foul creatures’ victims.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
nearest prey, grabbing a fallen creature with its tentacles and dragging it off to eat alone. Roving Ambushers. Gricks remain in an area until the food supply dwindles, often because sentient creatures
intelligent prey, and expert guides know to look out for these telltale signs. Underdark explorers sometimes seal off the routes leading to and from a grick lair to starve them, then claim the wealth of the foul creatures’ victims.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Meld into Stone Level 3 Transmutation (Cleric, Druid, Ranger) Casting Time: Action or Ritual
Range: Touch
Components: V, S
Duration: 8 hours
You step into a stone object or surface large
by nonmagical senses. While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvantage. You remain
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Meld into Stone Level 3 Transmutation (Cleric, Druid, Ranger) Casting Time: Action or Ritual
Range: Touch
Components: V, S
Duration: 8 hours
You step into a stone object or surface large
by nonmagical senses. While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvantage. You remain
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Faerûn and often operate in isolation from the others. This existence teaches the Enclave’s members a fierce self-reliance and mastery of certain fighting and survival skills. A ranger of the Enclave
intellectual concepts of it. To come into contact with that primal order is to touch the power that guides all of life.
“Those who walk the way of the Emerald Enclave are infused with this power; we embody it
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Meld into Stone Level 3 Transmutation (Cleric, Druid, Ranger) Casting Time: Action or Ritual
Range: Touch
Components: V, S
Duration: 8 hours
You step into a stone object or surface large
by nonmagical senses. While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvantage. You remain